Grand Theft Auto

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The long-awaited GBA version of Rockstar's series has finally hit the scene. Is it all it's jacked up to be?

By Craig Harris

After the unbelievably bad portable renditions of the Grand Theft Auto games released on the Game Boy system a half-decade ago, it's almost heaven to finally play a handheld version that truly portrays what made (and makes) the series such a critical and consumer success. But whether it's the power of the system, the limitation of the cartridge format, or simply the fact that the GBA doesn't get nearly the same development attention as the console big boys, Grand Theft Auto isn't quite as drop-dead amazing as the titles that ship on the PlayStation 2. But as its own game, by itself, it's a solid driving game that successfully pulls many of the great ideas from the console world and sandwiches and shrinks them down on the portable system. Some slight, nitpicky flaws mar the handheld experience but overall Rockstar's successful in its attempt to recreate the fun, frantic, and violent experience for gamers on the run.

Features

More than 300 missions

Cartridge save (three slots)

Rockstar is definitely on a roll on the Game Boy Advance. Though the company is very, very choosy what it brings to the handheld, every game it's brought to the system has been portable gold. Duke Nukem Advance: awesome. Max Payne: awesome. And now, Grand Theft Auto. Not quite as awesome as the company's previous two titles, but great nonetheless and definitely a recommended GBA outing. But only if you're of the "mature" mindset.

It's not like the game didn't have a lot of time to be good. It was originally announced for release back in 2001, but didn't manage to get out of its development limbo until this year. It leapt from developer to developer during this time, with Rockstar finally settling on Game Boy veterans Digital Eclipse for the first handheld rendition of the series since the crappy Game Boy originals back in 2000. The team's made a variety of impressions on the Game Boy Advance, but Grand Theft Auto is by far Digital Eclipse's most ambitious title on the handheld, both technically and in game design.

Grand Theft Auto definitely takes full advantage of the Mature rating emblazoned on the very low-key package art. The game design at its core couldn't get away with anything less. I mean, Grand Theft Auto literally encourages gamers to carjack any vehicle they can get their grubby mitts on and drive away, sometimes on pedestrian-laden sidewalks where anyone in the way becomes gooified red remains on the concrete. If vehicular manslaughter isn't enough, there's plenty of other things to get out your roadrage on anyone who's dumb enough to wander too close. Shotguns for close-range killing, Molotov cocktails for scorching the pavement. Flame throwers to torch citizens and gangmembers like marshmallows. There are even rocket launchers, grenades, machine guns...and yes, the all-powerful tank makes an appearance too.

Many people -- mostly outsiders -- assume that it's the game's over-the-top violence that makes the Grand Theft Auto such a success. Not a chance. Many games have tried to one-up the GTA's gory, gritty, and somewhat unnecessary gratuitous violence with their own take, and failed because of one key factor: the violence isn't the main reason why GTA is fun to play. The open-ended gameplay; Grand Theft Auto offers a go anywhere and do anything design that frees up a lot of restrictions. And even though the game can't be completed without following the linear mission structure, players can simply do what they want without any penalty. Unless, of course, they die or get caught doing it.

The game's plot is actually a side-story that takes place in Grand Theft Auto III's timeless world of Liberty City. Mike, the player's persona, has a problem: his partner in crime -- or rather, his partner to get out of crime -- has been taken out. And now, as a suspect in the assassination, Mike's running low into Liberty City's underground to unravel the mystery of who capped his buddy. Each mission brings him a step closer to the killer, and ultimately, that person's revenge. The tale's actually told via still cutscenes using artwork based on the style already established in the GTA series, and while the talking heads don't really animate other than sliding into view, at least you get a good idea of each character's personality thanks to the well-written dialogue.